gltf-model

glTF (GL Transmission Format) is an open project by Khronos
providing a common, extensible format for 3D assets that is both efficient and
highly interoperable with modern web technologies.

The gltf-model component loads a 3D model using a glTF (.gltf or .glb)
file.

Note that glTF is a fairly new specification and adoption is still growing.
Work on the three.js glTF loader and converters are still
active.

NOTE: A-Frame supports glTF 2.0. For models using older versions of the
glTF format, use gltf-model-legacy from donmccurdy/aframe-extras.

Why use glTF?

In comparison to the older OBJ format, which supports only
vertices, normals, texture coordinates, and basic materials, glTF provides a
more powerful set of features. In addition to all of the above, glTF offers:

Hierarchical objects

Scene information (light sources, cameras)

Skeletal structure and animation

More robust materials and shaders

For simple models with no animation, OBJ is nevertheless a common and reliable
choice.

In comparison to COLLADA or FBX, the supported features are very
similar. However, because glTF focuses on providing a “transmission format”
rather than an editor format, it is more interoperable with web technologies.
By analogy, the .PSD (Adobe Photoshop) format is helpful for editing 2D images,
but images are converted to .JPG for use on the web. In the same way, glTF is a
simpler way of transmitting 3D assets while rendering the same result.

In short, expect glTF models to work with A-Frame more reliably than other
formats.

Example

Load a glTF model by pointing to an asset that specifies the src for a glTF
file.

Events

Loading Inline

Alternatively, load a glTF model by specifying the path directly within
url(). However, the scene won’t wait for the resource to load before
rendering.

<a-entitygltf-model="url(/path/to/tree.gltf)"></a-entity>

Using animations

If you want to use the animations from your glTF model, you can use the animation-mixer component from aframe-extras. By default all animations are played in a loop.

<a-entitygltf-model="#monster"animation-mixer></a-entity>

Geometry compression with Draco

Geometry in a glTF model may be compressed using the Draco library.
For models containing primarily geometry, with simple untextured materials or
vertex colors, compression can often reduce file size by 90–95%. When the model
contains other large data — like textures or animation, which Draco does not
affect — file size savings will be less significant.

The tradeoff with any form of compression will be decoding time. Compressed
models take less time to download and use less bandwidth, but cannot be rendered
until they’re decompressed. To avoid dropping frames in VR, delay the beginning
of the experience until models are downloaded and decompressed.

To apply Draco compression to an existing glTF model, use
glTF-Pipeline. You’ll also need to host the Draco decoder
library with your scene and configure scene properties as explained below.

Scene properties

When using glTF models compressed with Draco, you must host the Draco decoder
library with your scene and configure the path to the decoder:

All files are available from the three.js repository, under
examples/js/libs/draco/gltf. The gltf-model component will
automatically choose whether to use a WASM or JavaScript decoder, so both should
be included.

More Resources

Over 100,000 glTF models are free for download on Sketchfab, and
various exporters and converters converters are available: